Apparatus and method designed for the detection, location and velocity of impacts for sports game feedback on player accuracy

ABSTRACT

Methods, systems and apparatus for detecting sports object impact location detection and object velocity are provided. Integrated game systems for simulating sports for use as player and coaching aids are also provided.

CROSS-REFERENCES TO RELATED APPLICATIONS

This application is a non-provisional of U.S. Ser. No. 60/540,582, filedJan. 29, 2004, entitled “DEVICE AND METHOD DESIGNED FOR THE DETECTION,LOCATION AND VELOCITY OF IMPACTS FOR SPORTS GAME FEEDBACK ON PLAYERACCURACY” by Steven M. Ziola and Michael R. Gorman. The subjectapplication claims priority to and benefit of 60/540,582, which isincorporated herein by reference for all purposes.

FIELD OF THE INVENTION

The invention is in the field of sports object impact detection,location and velocity measurement for use in sports games benefitingfrom feedback on participant accuracy and training progress.

BACKGROUND OF THE INVENTION

Many sports games rely on a player accurately throwing, hitting,kicking, shooting or otherwise moving objects such as baseballs,footballs, soccer balls, basketballs, hockey pucks, golf balls,Frisbees™, arrows, darts, etc. A variety of sport aids that help trainthe player to more accurately and powerfully move (hit, kick, throw,etc.) objects during a game now exist. For example, some sports aidsautomatically feed back object location information during training toprovide a player with information about their performance. Thisinformation is useful in improving a player's skill level.

Most sports aids that relate to moving objects do not provide the playerwith electronically storable feedback data on their performance. Forexample, in baseball, strike zones are painted onto nets or tarps, whichare then hung on a fence or frame. The pitcher throws at the tarp or netand visually determines if the target was hit. In hockey training, theplayer hits into a net, usually with no goalie in the net. A system thatcould be placed in the net, and which could decide where the puck hitsin the net and/or whether a resulting goal is likely to be allowed wouldsignificantly aid in improving performance.

The present invention overcomes the limitations of prior art sport aidsby providing methods and systems/apparatus that automatically detect,locate and/or determine velocity of thrown, hit, kicked or otherwisepropelled objects. The methods, systems and apparatus can include anability to electronically store, analyze and/or recall this data, whichis used to assist in training a player and/or to simulate a game.

SUMMARY OF THE INVENTION

Apparatus, systems and methods for detecting the impact, location andvelocity of a pitched, hit or otherwise propelled sports object (ball,puck, disk, etc.) and electronically storing the results for feedbackare provided. In the apparatus, systems and methods of the invention, atarget such as a plate, net or tarp is impacted with a propelled objectsuch as a ball (or puck or other sports object). Sensors are arrayed onthe target (plate, net, tarp, etc.) and the sound wave or force createdby the impact of the ball or puck is detected by the sensors. Thelocation of the impact is determined by measuring arrival times of asolid wave at various sensors (or load or strain differential at thesensors). Velocity is determined by measuring energy detected by thesensors, and correlating the energy to velocity (and/or through anincorporated radar gun). These systems, apparatus and methods aredistinct from prior art systems, apparatus and methods that used tarpsor nets with targets painted on them and, typically, an observer, todetermine the player's accuracy. The present apparatus, systems andmethods provide feedback to the player, which can be stored in digitalformat, for later review and analysis.

Accordingly, in a first aspect, the invention provides a sport equipmentapparatus. The apparatus includes an impact surface, an impact surfaceframe that supports the impact surface, and one or more impact detectionsensor or sensors operably mounted on or proximal to the impact surfaceor impact surface frame. A location and/or velocity measurement modulecorrelates data from the impact detection sensor to one or more of:velocity of an object detected by the sensor, detection of an objectimpacting the surface by the sensor, detection of a location of anobject striking the impact surface by the sensor, or a combinationthereof.

The impact surface can include any of a variety of forms, e.g., animpact plate attached to the impact surface frame to hold the impactsurface upright (as compared to being horizontal-the impact surface canbe fully upright (vertical), or can be partially upright). The impactsurface can include a sound deadening material such as a foam laminate(e.g., neoprene or rubber). The impact detection sensor or sensors canbe, e.g., glued or mechanically fastened to the impact plate. The sensoror sensors can include, e.g., a piezoelectric element or strain gagedevice that converts a mechanical sound wave, pressure wave ormechanical strain field into an electrical analog signal, with thesensor or sensors being acoustically or mechanically coupled to theimpact plate.

The location and/or velocity measurement module can include, e.g., anamplifier that amplifies a signal from the impact sensor or sensors,highpass and lowpass filtering electronics to filter the signal, ananalog-to-digital converter that converts an analog signal from thesensor or sensors into digital data, and software that analyzes thedigital data. The apparatus can also include a user viewable displaycoupled to the location and/or velocity measurement module, that, duringoperation of the apparatus, displays the digital data, a user-viewabletransformation of the digital data, or an analysis of the digital data.Typically, the module determines an object arrival time, calculatesobject impact location, and correlates energy of the signal from thesensor or sensors to velocity of an object impact. An auxiliary radargun can also be incorporated for velocity determination or confirmation,with the information from the radar gun being assessed by the module,along with the object impact information.

The apparatus optionally includes a game system, and/or game and/ortraining software that provides results, determined from the data, to auser. Typically, a microprocessor executes commands from the software,and a display displays user-viewable outputs from the software, which,in turn, accepts digital data from the location and/or velocitymeasurement module and provides training and game information, based onthe digital data, via the display. Optionally, the training and/or gamesoftware determines a target location for a user to pitch at, analyzesobject impact location data in relation to the target location, anddetermines whether the target location was hit, whether the objectimpact corresponds to a ball or strike, or whether there is an error inthe impact location, and stores the object impact location data. Forexample, the game software optionally analyzes the location data,determines whether the object impact corresponds to a ball or a strikeand, in the event of a strike, where the object impacts within thestrike zone, or in the event of a ball, where the object impact isrelative to the strike zone, and determines a game situation based onthe object impact location.

The apparatus can be incorporated into a gym, an arcade, or can be astand alone and/or portable apparatus. The apparatus can be batterypowered (which is advantageous especially in stand alone portablefield-use embodiments), or can be powered conventionally (which isadvantageous in gyms, arcades or other permanent or semi-permanentinstallations).

A variety of related methods are also within the scope of the invention.In a first method, a method of monitoring sport object (e.g., ball,disk, arrow or puck) impact detection, location and/or velocity isprovided. The method includes detecting a mechanical sound wave,pressure wave or mechanical strain field resulting from impact of theobject on a target impact surface, converting the mechanical sound wave,pressure wave or mechanical strain field into an electrical signal, andconverting the electrical signal into one or more measurement of impactlocation and/or velocity of the impact. The mechanical sound wave,pressure wave or mechanical strain field is typically detected by one ormore sensor or sensors that are mechanically or acoustically coupled tothe target impact surface. Mechanical sound wave, pressure wave ormechanical strain field data is optionally correlated to velocity,impact detection or location of the sport object striking the targetimpact surface.

Optionally, the methods can include determining a target location on thetarget impact surface to pitch (or hit, kick, shoot, etc.) the sportobject at, and analyzing object impact location data for impact of thesport object against the target impact surface, to determine whether anobject impact is within the target zone. For example, in the context ofbaseball, the system can determine whether a pitch is a ball or strike,and/or if the target location was hit, thereby determining accuracy ofthe pitch. The target impact location data and one or more differencebetween object impact location data and the target location can bedisplayed to the user (or to a coach, a second player, or anotherobserver). The impact location data can be stored for future referenceand/or analysis. Pitch accuracy information can be displayed to a user(the player, coach, or other observer), stored, a player's performanceor performance change over time rated, etc. One or more player ratingcan be assigned to the player based upon the pitch accuracy informationand displayed or printed along with the pitch accuracy information orplayer's overall comparative rating. The measurement of impact locationand/or velocity can be transmitted (via any standard linkage, e.g.,wired or wireless transmission) to a microprocessor for analysis,display, storage, etc.

BRIEF DESCRIPTION ON THE FIGURES

FIG. 1, Panels A and B are a schematic drawing of a plate and frame withsensors. Panel A shows an example apparatus; Panel B includes anoptional sound dampening plate.

FIG. 2 is a block diagram of electronic hardware and operation.

FIG. 3 is a software flow chart of system operation.

FIG. 4 is the flow chart of training software.

FIG. 5 is an example of training software display.

FIG. 6 is a flow chart of game software.

FIG. 7 is an example of a game software display.

FIG. 8 is an example of batter statistics for a strike zone.

DETAILED DISCUSSION

The invention provides a new approach to impact detection and impactlocation of baseballs and other sports equipment. The apparatus andmethods relating to their use allow one or more player(s) to pitchbaseballs or other sports equipment at the apparatus, and to have theapparatus determine if the pitch was a ball or strike, where it waslocated within the designated strike zone, and to electronically storethe data, pitch-by-pitch, for later review by the player, coach, orother interested persons, or to print the data in a hard copy format.Similarly, other sports equipment can be propelled (thrown, hit, kicked,etc.) by the appropriate means into contact with the apparatus foressentially the same purpose.

The following provides a description of apparatus (and or systems, e.g.,that comprise the apparatus) and related methods designed to locate theimpact of balls, pucks and other sports equipment used in games, on aninstrumented plate or surface. Although often discussed in terms ofbaseball for convenience, it will be recognized that softballs, hockeypucks, soccer balls, footballs, Frisbees™, disks, arrows and a widevariety of other sports equipment can be used with the apparatus/systemsin essentially the same way.

In one class of embodiments, the invention provides an impact targetsuch as a plate for the player to throw objects such as baseballsagainst. In one example, the apparatus comprises a flat plate withpiezoelectric transducers acoustically coupled to the plate. The plateis mounted into a frame, which holds the plate vertically. When theplate is impacted by a ball, a sound wave propagates along the plate tothe sensors, and the surface displacement of the plate due to the waveexcites the transducers. Gain and filter electronics are used to amplifyand filter the analog signal from the sensors. Analog thresholdcircuitry is then used to detect the arrival of the waves at eachtransducer, and a clock measures the difference in arrival times of thewave at the transducers, or the analog signal is digitized and storedusing an analog-to-digital converter, and a microprocessor. Thedigitized signals are then analyzed to determine when the wave arrivedat each sensor. These arrival times are then transferred to a computer,via either cable or wireless transfer. Software on the computer thencalculates the location of the impact based on the differences in thearrival times and the velocity of the waves in the plate. Software thendisplays the location on a video screen or similar apparatus.

A variety of sensors can be used to detect and locate the impact. Thesecan be acoustic microphones arrayed near the plate, net or tarp,accelerometers arrayed on the plate, strain gages arrayed on the plate,or other sensors that will detect either the propagating sound wave inthe air or plate, or changes in stress, strain or load levels of theplate.

Software can compare the location of the pitch with a location requestedby the computer. The player gets feedback on accuracy during thetraining session. All pitch data, such as location and velocityinformation, are displayed and stored on the computer for later reviewand analysis.

In one example, a baseball game is simulated by inputting batterstatistics, such as batting average, slugging percentage and on basepercentage, e.g., for nine batters. The player then pitches to theapparatus, which determines the location of the pitch. Based on thepitch location and batter statistics, the software determines if theplayer hit the ball or not. Base runner positions, pitch count, numberof outs, number of innings played, score, etc, can be kept track of inthe computer, based on pitch location. At the end of the game, a boxscore can be printed, and the pitching and game statistics saved andadded to year-to-date pitching statistics.

The apparatus can similarly be configured for such sports as hockey,where a player can shoot the puck at the apparatus, and have thelocation of the shot recorded and shown. Any sports game that involved aplayer moving a sports object (e.g., ball, puck, disk, arrow, etc.) canbe treated in an essentially similar fashion, to determine the velocityand accuracy of any pitched, hit, thrown, kicked, shot or otherwiseplayer-propelled object.

Current pitching systems use targets either painted or sewn onto mats,tarps or nets. The tarp or net is hung from a fence or frame. Thepitcher throws at the target, and then looks to determine with their ownvision if the pitch was a ball or strike. The player has no opportunityto review past performance and see if progress is being made, unless theresults are manually written down. The same is true in hockey and otherball and stick or ball sports. In this invention, in contrast, thelocation of the pitch is determined by detecting the impact usingsensors. The output of the sensors can be used to locate the impact ofthe baseball. Once the location of the baseball impact is known,software determines if the pitch was a ball or a strike. This data isthen recorded and saved in electronic digital format, allowing theplayer to monitor performance.

Training software has also been written that tells the pitcher what areaof the strike zone to pitch to. The apparatus then monitors the locationof the pitch, and compares the actual pitch location to the locationrequested by the software. Pitch location accuracy is calculated, andthis information displayed on a pitch-by-pitch basis. Other statisticalparameters are measured and stored, such as pitch count, pitch accuracyversus pitch velocity, the number of times the requested zone was hit,balls and strikes, etc.

Similarly, game software has been written that uses the input of thepitch location to simulate a game. Statistics for a batter, such asbatting average, slugging percentage and on base percentage, is inputinto the software. From this, the software can be programmed todetermine if the batter hit the ball, got a hit, made an out, scored arun, etc. A similar approach can be used in hockey, where the softwarecan determine if a goal has been scored, based on a goal tendersstatistics and tendencies. At the end of the game, a box score of thegame can be printed out, as well as the pitchers statistics, such asERA, W-L, etc, and these added to the pitchers year-to-date statistics.Realistic situations can be visually presented by projecting images onthe plate of catchers and batters if the plate is opaque, or a videoscreen behind the plate if the plate is clear.

A system was built and tested to confirm that the apparatus would detectand locate the impact from baseballs, softballs or other sportsequipment. Software was written to automate the detection and locationand storage of the data to a computer in an electronic digital format.All impacts were quickly computed, displayed and digitally stored, for acoach or player to review, on a computer.

DESCRIPTION OF EXAMPLE EMBODIMENTS

FIGS. 1A, 1B and 2 provide an example apparatus of the invention. Theapparatus is comprised of impact plate 1, impact plate frame 2,piezoelectric (or other, e.g., acoustic or strain gauge) sensors 3,target 4, filtering and gain electronics 5, arrival time detectioncircuitry 6, location/velocity microprocessor 7, radar gun 8, hardwarecables or wireless data transfer electronics 9, game system 10, computeror microprocessor 11, and game display 12. In this example, location andvelocity measurement module 13 comprises filtering and gain electronics5, arrival time detection circuitry 6, location/velocity microprocessor7, and, optionally, radar gun 8 and hardware cables or wireless datatransfer electronics 9. Optional foam sheet 14 (typically comprisingfoam rubber, neoprene, or the like) is schematically illustrated in 1B;in use, sheet 14 is fastened (e.g., glued or mechanically fastened) toimpact plate 2 and/or impact plate 1.

When in use, a player throws a baseball or other sports object at impactplate 1, which has target 4 painted, projected on or attached to it.Impact plate 1 is held vertically in place by impact plate frame 2. Whenthe ball or other sports object impacts impact plate 1, a sound wave(mechanical strain waves in a solid) propagates through impact plate 1to, in one example, piezoelectric sensors 3. Piezoelectric sensors 3convert the mechanical displacement of the sound wave to a voltageoutput. The voltage signal is amplified and filtered using filtering andgain electronics 5. The signal(s) is/are then either digitized andstored using A/D converters or the arrival times are detected usingthreshold crossing analog circuitry and counters in arrival timeelectronics 6. Location/velocity microprocessor 7 is programmed toanalyze digital data to determine arrival times of sound waves at thesensors and peak amplitude and energy of the signals. Microprocessor 7then stores the arrival times, peak amplitude and energy in memory(and/or in an appropriate computer readable medium such as a floppydisk, hard drive or CD-ROM). Location of the impact is calculated bytriangulation or lookup table software running on location/velocitymicroprocessor 7 using difference in the arrival times of the soundwaves at sensors 3. The velocity is determined either by softwarerunning on the location/velocity microprocessor 7 by correlating thepeak amplitude and the energy (or energy related quantities) of thesignal with the impact velocity, and/or by automatically reading anintegrated radar gun 8. In the illustrated example, location andvelocity measurement module 13 collectively comprises electronics 5,arrival time detection circuitry 6, and location/velocity microprocessor7. Module 13 can also be considered, in alternate aspects, to includeradar gun 8, and/or transfer electronics 9. Module 13 can consist of asingle appliance that includes the relevant elements noted herein, orcan consist of multiple appliances.

In portable embodiments, power source 15 typically comprises a battery,while in fixed applications, power source 15 typically comprises aconventional AC power source. Optionally, power source 15 can includeprovisions for either battery or AC power, along with an automatic oruser-selectable switching mechanism for selecting or switching betweenAC and battery power, and/or charging the battery.

Location and velocity information is transferred to the game system 10,typically via either hardware cable or wireless data transferelectronics 9. Game system 10 receives location and velocity data frommicroprocessor 7. Game system 10 uses the location and velocity data asinputs for training and game software. Calculations for the games areperformed on the computer or microprocessor 11, and results aredisplayed on game display 12.

FIG. 1 b shows the apparatus with optional foam sound dampening sheet14. Sheet 14 is attached, typically either mechanically or adhesively toimpact plate frame 2. Impact plate 1 is then attached, typically eithermechanically or adhesively, to the sheet 14 (or through sheet 14 toframe 2). Alternately, sheet 14 can be attached to plate 1 and then theresulting laminate fastened to frame 2. Sheet 14 provides structuralsupport to impact plate 1 and sound dampening upon object impact (e.g.,a ball hitting impact plate 1). The thickness of sheet 14 is typically0.5 to 1 inch thick, and typically covers the entire back of the impactplate 1. Sheet 14 can comprise a single layer of material (e.g., foam)or can comprise laminated layers of material. Contact adhesive istypically used to adhere sheet 14 to impact plate 1 and to impact plateframe 2.

The above description uses an example of piezoelectric sensors eithermechanically attached or glued to the impact plate to detect the soundwave in the impact plate. These can be, e.g., ceramic crystal or thinfilm piezoelectric sensors. The location of the impact can also beperformed by placing acoustic microphones near the impact plate, anddetecting sound propagating through the air as a result of objectimpact. Strain gages, fiber optics or load cell sensors can similarly beused to detect the strain or load variation in the impact plate, andthese variations are also used to calculate the impact location andvelocity.

The impact plate material should be a material that is resistant toimpact damage, but that can still support a sound wave in the material.A material such as clear polycarbonate works well for both applications.Other materials, such as plywood, will work, but tend to degrade overtime. Very hard rubber, ultra-high molecular weight plastics and othersuch materials can also be used.

To perform 2-dimensional (planar) source location, a minimum of threesensors are used, arrayed around the target area. More sensors can beused to increase location and velocity measurement accuracy.

Typical frequencies encountered in impact detection are in the range of20 kHz to 100 kHz, and filtering and gain electronics 5 should bedesigned for this frequency range. Highpass filtering below thisfrequency range eliminates noise from sonic acoustic sources, such asclapping, yelling and other loud noises, while lowpass filtering abovethis frequency range eliminates noise from higher frequencies, such asradio stations. Signal amplification by filtering and gain electronics 5is typically in the range of 20 to 60 dB.

Arrival time detection can be performed by either digitizing signalsfrom sensors 3 (a typical digitization rate of 500 kHz is used for thesignals from the impact plate) and then programming location andvelocity microprocessor 7 to analyze the signals for a first detectablearrival of the signal, or by using analog threshold crossing circuitryto detect the arrival of the wave. The threshold crossing circuitrysends a trigger signal to start a counter for each channel, the countersbeing clocked at a known rate. Typical clock rates would be 1 MHz to 10MHz, depending on the location accuracy desired. The number of countsfor each arrival time at each sensor is then used to determine thelocation of the impact.

Sound absorbing material, such as soft rubber, can be mounted or gluedon the back of impact plate 1 so that it is between the impact plate andframe 2 to reduce the sound of the impact from the baseball or othersports object on the impact plate. Gluing appropriate durometer rubbersand foam over the back or front of the impact plate reduces unwantednoise and stiffens the impact plate to enhance durability as well.

Target 4 can be painted, silk-screened, drawn, projected, etc., oneither the front of impact plate 1, or if the plate is clear, the back,to provide visual areas for the pitcher or other participant to throw(or hit, kick, etc.) at. If plate 1 is opaque, target 4 can also beprojected on the screen, taking an application appropriate form (such asa catcher where the application is baseball), and the images can also bechanged to provide different targets. If the plate is clear, a videomonitor can be placed behind the impact plate to provide the images forthe target. The same target can be programmed into game display 12, andareas within the display highlighted, so that game system 10 can directthe pitcher when and/or where to throw the pitch.

The apparatus can be battery powered so that it can be used on baseballfields, hockey rinks, etc., without the necessity of power cords.Alternately, the apparatus can be installed permanently orsemi-permanently, e.g., in a gym or arcade and can use conventionalpower sources for such applications.

The game system optionally comprises any electronic apparatus on whichthe game software of the system can be loaded and run. This include, butare not limited to, desktop computers, laptop or notebook computers,cell phones, electronic organizers, or purpose built electronics. Thedata can be stored on these apparatus, and the results plotted on aday-to-day basis to determine progress and results.

Software Operations

FIG. 3 shows a flow chart of example software operations for theapparatus.

The software is used for impact detection, arrival time measurement,location calculation, peak amplitude measurement, energy measurement andvelocity measurement.

The software arms arrival time detection circuitry. When a signal largeenough to trigger the circuitry occurs, the signals are analyzed todetermine arrival times. The energy in the signal can also becalculated. Ball impacts have a large energy content. The softwarechecks to see if the signal is valid. A stick hitting the impact platehas a small energy, and the system ignores this impact. If the signal isvalid, the system calculates location and velocity. Velocity isdetermined by correlating the energy in the signal with the velocity, orby integrating a radar gun into the system and reading the velocity ofthe ball for the pitch. The location and velocity data is then sent indigital format to the game system computer, via hardwire cable orwireless transfer.

FIG. 4 shows a software flow diagram for training software. FIG. 5 showsone example embodiment of the display for the training software. Thesoftware provides pitch location information for the pitcher.

In this embodiment, the software determines a target for the pitcher tothrow at. In this example, the strike zone has been divided into 16sub-zones. The pitcher attempts to hit the requested zone. The impact isdetected and located, and the location displayed. Statistics for thesession are stored in a digital format. Pitch count, balls, strikes,number of times a requested zone was hit, distance error, averagedistance error and other pitching statistics are digitally stored. Thesedata can be plotted on a pitch-by-pitch basis to allow the pitcher orcoach to see the results of the training session. The software allowsthe player to print out the results on a printer for hardcopy archival.

FIG. 6 shows the software flow diagram for the game software. FIG. 7shows one embodiment of the display for the game software. FIG. 8 showsthe batting average input for a batter. The game software allows apitcher to pitch a simulated game, based on batter statistics input intothe software.

The game software uses location data to determine if a pitch was a ballor strike. If the pitch was a ball, the software increments the pitchcount and waits for new location data. If the pitch was a strike, thesoftware then uses the batter statistics to determine if the batter hitthe ball, or if it was a strike. If the batter hit the ball, thesoftware determines if the batter reached base, or was put out. If hereached base, it determines which base, and if other runners were onbase, it moves them to appropriate locations. The base runner positionsare shown on the display. If a runner scored, the score is incrementedaccordingly. Outs are kept track of by the software, and if three outshave occurred, the inning is over, and the inning incremented to a newinning. This is repeated for the number of innings selected for the gameby the player.

Batter statistics are entered into the game software. In this embodimentof the software, the strike zone is divided into 16 sub-zones, as shownin FIG. 8. Each of these zones is given a batting average. In theexample, zones over the middle of the plate have higher averages thanthose near the edges of the strike zone. The average of all 16 zones isthe same as the player's batting average. When an impact is located, thebatting average for the zone the impact was located in is used todetermine if the batter hit the ball. Thus, if a player can pitch to thezones with the lower averages, they have a better chance of getting thebatter out.

The software can also automatically adjust the batter's performance fromgame-to-game, accounting for good and bad performance days for theplayers. The software can also adjust the strike zone, to simulateumpires variations in calling strikes and balls. Other performanceparameters can be programmed into the software as well, to simulateweather conditions, stadium dimensions, right handed and left handedbatters, etc.

While the foregoing invention has been described in some detail forpurposes of clarity and understanding, it will be clear to one skilledin the art from a reading of this disclosure that various changes inform and detail can be made without departing from the scope of theinvention. For example, all the techniques and apparatus described abovecan be used in various combinations. All publications, patents, patentapplications, and/or other documents cited in this application areincorporated by reference in their entirety for all purposes to the sameextent as if each individual publication, patent, patent application,and/or other document were individually indicated to be incorporated byreference for all purposes.

1. A sport equipment apparatus, comprising: an impact surface; an impactsurface frame that supports the impact surface; one or more impactdetection sensor or sensors operably mounted on or proximal to theimpact surface or impact surface frame; and, a location and/or velocitymeasurement module that correlates data from the impact detection sensorto: velocity of an object detected by the sensor, detection of an objectimpacting the surface by the sensor, detection of a location of anobject striking the impact surface by the sensor, or a combinationthereof.
 2. The apparatus of claim 1, wherein the impact surfacecomprises an impact plate attached to the impact surface frame to holdthe impact surface upright.
 3. The apparatus of claim 2, wherein theimpact detection sensor or sensors are glued or mechanically fastened tothe impact plate.
 4. The apparatus of claim 1, wherein the impactsurface comprises a sound deadening material.
 5. The apparatus of claim4, wherein the sound deadining material comprises foam glued to theimpact plate.
 6. The apparatus of claim 1, the impact detection sensoror sensors comprising: a piezoelectric element or strain gage apparatusthat converts a mechanical sound wave, pressure wave or mechanicalstrain field into an electrical analog signal, wherein the sensor orsensors are acoustically or mechanically operably coupled to the impactplate.
 7. The apparatus of claim 1, the location and/or velocitymeasurement module comprising: an amplifier that amplifies a signal fromthe impact sensor or sensors, highpass and lowpass filtering electronicsto filter the signal, an analog-to-digital converter that converts ananalog signal from the sensor or sensors into digital data, and softwarethat analyzes the digital data.
 8. The apparatus of claim 7, wherein theapparatus comprises a user viewable display coupled to the locationand/or velocity measurement module, which display, during operation ofthe apparatus, displays the digital data, a user-viewable transformationof the digital data, or an analysis of the digital data.
 9. Theapparatus of claim 7, wherein the module determines an object arrivaltime, calculates object impact location, and correlates energy of thesignal from the sensor or sensors to velocity of an object impact. 10.The apparatus of claim 1, comprising a game system, and game andtraining software that provides results to a user, which results aredetermined from the data.
 11. The apparatus of claim 1, comprisingtraining and/or game software, a microprocessor that executes commandsfrom the software, and a display that displays user-viewable outputsfrom the software, wherein the software accepts digital data from thelocation and/or velocity measurement module and provides training andgame information, based on the digital data, via the display.
 12. Theapparatus of claim 11, wherein the training and/or game softwaredetermines a target location for a user to pitch at, analyzes objectimpact location data in relation to the target location, and determinesone or more of: whether the target location was hit, whether the objectimpact corresponds to a ball or strike, or whether there is an error inthe impact location; and, stores the object impact location data. 13.The apparatus of claim 12, wherein the game software analyzes thelocation data, determines whether the the object impact corresponds to aball or a strike and, in the event of a strike, where the object impactwithin the strike zone, or in the event of a ball where the objectimpact is relative to the strike zone, and determines a game situationbased on the object impact location.
 14. The apparatus of claim 1,wherein the apparatus is battery operated.
 15. The apparatus of claim 1,wherein the apparatus comprises a radar gun that measures velocity ofthe object.
 16. A method of monitoring sport object impact detection,location and/or velocity, the method comprising: detecting a mechanicalsound wave, pressure wave or mechanical strain field resulting fromimpact of the object on a target impact surface; converting themechanical sound wave, pressure wave or mechanical strain field into anelectrical signal; and, converting the electrical signal into one ormore measurement of impact location and/or velocity of the impact. 17.The method of claim 16, wherein the object is a ball, disk, or puck. 18.The method of claim 16, wherein the mechanical sound wave, pressure waveor mechanical strain field is detected by one or more sensor or sensorsthat are mechanically or acoustically coupled to the target impactsurface.
 19. The method of claim 16, further comprising correlatingmechanical sound wave, pressure wave or mechanical strain field data tovelocity, impact detection or location of the sport object striking thetarget impact surface.
 20. The method of claim 16, further comprisingdetermining a target location on the target impact surface to pitch thesport object at, and analyzing object impact location data for impact ofthe sport object against the target impact surface, to determine whetheran object impact is a ball or strike, and/or if the target location washit, thereby determining accuracy of the pitch.
 21. The method of claim20, comprising displaying the target impact location data and one ormore difference between object impact location data and the targetlocation.
 22. The method of claim 20, comprising storing the impactlocation or velocity data.
 23. The method of claim 20, comprisingdisplaying pitch accuracy information to a user, storing the pitchaccuracy information, rating the player's performance or performancechange over time, assigning one or more player rating to the playerbased upon the pitch accuracy information and displaying or printing thepitch accuracy information or player rating.
 24. The method of claim 16,comprising transmitting the measurement of impact location and/orvelocity to a microprocessor.
 25. The method of claim 24, wherein thetransmission is a wired or wireless transmission.